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Tick Tock Clock

Tier
1
Type
Traversal
Difficulty
11
Impulses
Eliminate intruders, Keep perfect time, Tick ever forwards

Environment overview

A beautifully and elaborately designed clocktower, moved by forces unknown and placed down in the middle of a salt marsh.

Potential adversaries

Acid Burrowers, Green Oozes, Mechanorbs, Sawtoothed Gillbeasts

Features

Passives

passive
  • Time Ticks On

    Tick Tock Clock has three different looping countdowns. Every time a PC makes an Action Roll, or an adversary makes an Attack Roll, all three countdowns MUST tick down together. When a countdown hits zero, trigger its event, then refresh the countdown before the next tick.

    Why did the creators of this clock design it in such a fashion? How can the party keep track of the tick downs?

Actions

action
  • Swamp Things

    Spend a Fear and roll a D4 to summon another wave of Adversaries from the salt marsh that has leaked in to the clockwork of the machine. If there are currently no Adversaries inside the chamber, you can perform this action without Spending a Fear:

    1. 1 x Acid Burrower

    2. 2 x Green Oozes

    3. 3 x Sawtoothed Gillbeasts

    4. Either pick one of the above options, or Spend an additional Fear to roll twice, rerolling any additional 4s.

    How are these creatures getting into the clock? What are they seeking?

  • Clogged Clock

    Spend a Fear to summon a Green Ooze inside the machinery. If you have a Green Ooze on the field already, it can spend a Stress during a spotlight action to jam itself into the machinery instead. Till the Ooze is dislodged, the Time Ticks On feature stops, and the countdowns will no longer tick. A Tiny Green Ooze is too small to use this action.

    What awful noise does the clock make when it grinds to a halt? How long can the Ooze endure inside the machinery? What can the party do to get the Ooze back out again?

Reactions

reaction
  • Like Clockwork (Loop 2)

    Every time this countdown triggers, the mechanical floor of the clock rearranges itself. All PCs must make an Agility Reaction Roll to compensate, or become Vulnerable till they next make an Action Roll. Once they have passed the Reaction Roll, they are immune to the Vulnerable effect from this feature for the rest of the scene.

    How does the constantly shifting floor change the battlefield, and how can the party use this to their advantage?

  • Wind Up (Loop 3)

    Every time this countdown triggers, a button appears somewhere in the room which, if hit, will cause all three countdowns to tick forwards 1DX ticks. If a countdown would trigger as a result of this, skip that trigger. The first time the button is hit, it is 1D4, then 1D6, and so on till 1D12, then loop back round to 1D4. If the button is not pressed before this countdown triggers again, that button disappears, and a new button appears somewhere else.

    What does the clock do as its system is fast-forwarded? Why did the creators add this function?

  • Automated Defence System (Loop 5)

    Every time this countdown triggers, 1D4 Mechanorbs will drop through the ceiling. They are programmed to defend the clocktower, and will target anything that is not a Clank or otherwise inorganic, starting with whichever target is closest, be it PC or Adversary. If the Time Ticks On feature has been disabled by a Green Ooze, the Mechanorbs will prioritize fixing that problem.

    What malfunctions might these ancient machines be suffering? How can the party convince them that they mean no harm?

  • Perfectly Aligned

    When all three countdowns hit zero at the same time, which will happen every 30 ticks of the Time Ticks On feature, a hatch in the ceiling will open, and remain open till the Automated Defence System countdown triggers again. A Clank will need to get up through this hole into the control centre of Tick Tock Clock, where they can take control of the machine and the Automated Defence System, swiftly bringing the encounter to an end.

    How can the party get their companion up there?

About this environment

By default, this dungeon requires a Clank to complete. If there isn’t a Clank in the party, they can find one getting attacked by Gillbeasts when they arrive.

Tick Tock Clock

Tier 1 Traversal

A beautifully and elaborately designed clocktower, moved by forces unknown and placed down in the middle of a salt marsh.

Impulses: Eliminate intruders, Keep perfect time, Tick ever forwards

Difficulty: 11

Potential Adversaries: Acid Burrowers, Green Oozes, Mechanorbs, Sawtoothed Gillbeasts

Features

Time Ticks On - Passive: Tick Tock Clock has three different looping countdowns. Every time a PC makes an Action Roll, or an adversary makes an Attack Roll, all three countdowns MUST tick down together. When a countdown hits zero, trigger its event, then refresh the countdown before the next tick.

Why did the creators of this clock design it in such a fashion? How can the party keep track of the tick downs?

Swamp Things - Action: Spend a Fear and roll a D4 to summon another wave of Adversaries from the salt marsh that has leaked in to the clockwork of the machine. If there are currently no Adversaries inside the chamber, you can perform this action without Spending a Fear:
  1. 1 x Acid Burrower

  2. 2 x Green Oozes

  3. 3 x Sawtoothed Gillbeasts

  4. Either pick one of the above options, or Spend an additional Fear to roll twice, rerolling any additional 4s.

How are these creatures getting into the clock? What are they seeking?

Clogged Clock - Action: Spend a Fear to summon a Green Ooze inside the machinery. If you have a Green Ooze on the field already, it can spend a Stress during a spotlight action to jam itself into the machinery instead. Till the Ooze is dislodged, the Time Ticks On feature stops, and the countdowns will no longer tick. A Tiny Green Ooze is too small to use this action.

What awful noise does the clock make when it grinds to a halt? How long can the Ooze endure inside the machinery? What can the party do to get the Ooze back out again?

Like Clockwork (Loop 2) - Reaction: Every time this countdown triggers, the mechanical floor of the clock rearranges itself. All PCs must make an Agility Reaction Roll to compensate, or become Vulnerable till they next make an Action Roll. Once they have passed the Reaction Roll, they are immune to the Vulnerable effect from this feature for the rest of the scene.

How does the constantly shifting floor change the battlefield, and how can the party use this to their advantage?

Wind Up (Loop 3) - Reaction: Every time this countdown triggers, a button appears somewhere in the room which, if hit, will cause all three countdowns to tick forwards 1DX ticks. If a countdown would trigger as a result of this, skip that trigger. The first time the button is hit, it is 1D4, then 1D6, and so on till 1D12, then loop back round to 1D4. If the button is not pressed before this countdown triggers again, that button disappears, and a new button appears somewhere else.

What does the clock do as its system is fast-forwarded? Why did the creators add this function?

Automated Defence System (Loop 5) - Reaction: Every time this countdown triggers, 1D4 Mechanorbs will drop through the ceiling. They are programmed to defend the clocktower, and will target anything that is not a Clank or otherwise inorganic, starting with whichever target is closest, be it PC or Adversary. If the Time Ticks On feature has been disabled by a Green Ooze, the Mechanorbs will prioritize fixing that problem.

What malfunctions might these ancient machines be suffering? How can the party convince them that they mean no harm?

Perfectly Aligned - Reaction: When all three countdowns hit zero at the same time, which will happen every 30 ticks of the Time Ticks On feature, a hatch in the ceiling will open, and remain open till the Automated Defence System countdown triggers again. A Clank will need to get up through this hole into the control centre of Tick Tock Clock, where they can take control of the machine and the Automated Defence System, swiftly bringing the encounter to an end.

How can the party get their companion up there?

Discussion

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